+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+0 | Dexterity | |
+2 | Constitution | |
+5 | Intelligence | |
+4 | Wisdom | |
+0 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+0 | Athletics | STR | |
+0 | Deception | CHA | |
+5 | History | INT | |
+2 | Insight | WIS | |
+0 | Intimidation | CHA | |
+5 | Investigation | INT |
+4 | Medicine | WIS | |
+3 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+3 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed strike | +0 | STR | 1+STR | Blugeoning | |
Quarterstaff | +2 | STR | 1d6/1d8 | Blugeoning |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
PHB
0-level (Cantrip) Necromancy
PHB
0-level (Cantrip) Conjuration
1-level Evocation
You hurl a 4 inch diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
SRD
1-level Evocation
Unearthed Arcana 36 - Starter Spells
1-level Conjuration
1-level Evocation
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
1-level Abjuration
You touch a willing creature who isn’t wearing armour, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armour or if you dismiss the spell as an action.
1-level Necromancy
Statblocks for your Trinkets, businesses, building, castles, empires.